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Unlocked NG+ after about 13-14 hours on Hard mode. The game is fun and interesting, but definitely needs some polishing. I didn't run into any bugs, but the game crashed one time when I was entering a random encounter. It didn't happen again after doing the same things at the same spot, so it might be just from playing it for a long period of time.

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Thanks for the feedback! Glad to hear you had fun with it! I am currently working at balancing and filling the areas out more. The random crash sounds bad, I assume it didnt show any error message? Hadnt heard about any random crashes for a long time so either you did something very specific to trigger it or its ultra rare i assume. Where did it happen, then I can look into it?

Also do you have some things specificly in mind that needs polish, so that I can look into them?

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Yeah, there was no error message for the crash. It happened during the quest to clear the fields. Maybe I was starting the random encounters too quickly? I was doing the quest near the end of the demo, and I was clearing the encounters in the West Field in 1-2 turns. I just ran from one encounter to the next after changing to a lower level form to get some levels for them. 

I'm not sure if there's a system for it yet, but I couldn't swap my party members in the menu. I brought everyone with me after unlocking them, since I noticed that they still get EXP while participating in combat.

There are a lot of inherited skills on Human form. Maybe a way to arrange the skills might be a good idea? I wasn't using some of the skills because they were situational, so being able to move them to the bottom of the list would be nice.

I have some difficulty finding some of the materials needed for the Weapons Shop and Armor Shop quests. Maybe an in-game hint on where to find some of the rarer materials might be good?

The encounters for the campfire part of the Wolf unlock can be rough if you get unlucky with the random encounters. Getting 2 fairy enemies in a fight is a struggle, especially when all your attacks start to miss from all the debuffs the fairies give you. Maybe adjusting the cooldowns for the Wolf skills might help?

The boss for the Manticore unlock feels like it does too much damage with String Shot. Since it is a multi-hit attack, Withstand Attack doesn't help much. I had to use Rebirth to survive one from full health, and I got lucky with the second one when it missed.

That's all I can think of right now. I'm looking forward to the early access version when you release it.

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Update: I think I actually found the problem.

It isn't a memory leak but somethign similiar. Once a enemy is fought the event gets ereased until the player reentering the map. And all currently earased events take up memory so by exsample fighting many enemies on various maps without revisiting the areas to reset the enemies will fill up the memory until the programm will crash once it exceeds 4gb. I also did some test runs now in the sewers with the new changes and the memory usage dosen't increases after every fight now. So this should be fixed.

The easiest solution would be to make random map encounters like most rpg's have to avoid using the erase event function so much. But I decided for soemthing different. Enemies won't get erased now then fighting with them, they only get pushed away, meaning tehy can be refighted as many times as you want. That's the solution I came up with.


Yeah, i made a lot of extra code that needs to get read when putting characters in or out the party so it sadly cant done from the menu. But i could make a lot more spots where party members can be added. Like at every warp crystal for exsample.

Skills are arrange by their id in the rpg maker engine. There is sadly not much that can be done against that. But if i should find a way i certainy would like to add a sorting feature.

Yeah taht certainly is something that can be included, i will do that.

I see, then i will remove the possibility of being able to encounter two fairies at once there for a test. And good to know, i will nerf that skill for the manticore boss.

Also thanks a lot for the feedback
Most likly will be released next month, I certainly wnat to get rid of this game crash before!

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It also happen in my game when i was in the sewer my game close by itself when i start a encounter i don't know what cause it but in the debug log i had that

[0201/233529.251:ERROR:http_transport_win.cc(175)] WinHttpCrackUrl: The URL does not use a recognized protocol (0x2ee6)
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Thanks a lot for providing it, i looked into it and from what i learned it isnt related to the game crashing but the "player" that runs the game, thats the reason no crash display happens.

It most likly is related to the operating system you use and or the path you put the game folder in. Since i never saw the crash while test playing on windows 7. One thing i read that can be done is to update the "player" to a newer version but i am not sure if it would fix the crash. But I surely can try that.

Does it happened after you run the game for a very long time? Just a normal encounter or any kind of special encounter like bosses or event fights?

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it usualy happen when i play for 2 hour without stoping so i think it just when someone play for a really long time

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I actually found the problem.
It isn't a memory leak but somethign similiar.
Once a enemy is fought the event gets ereased until the player reentering the map.
And all currently earased events take up memory so by exsample fighting many enemies on various maps without revisiting the areas to reset the enemies will fill up the memory until the programm will crash once it exceeds 4gb.

The easiest solution would be to make random map encounters like most rpg's have to avoid using the erase event function so much.

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it make sense since when the bug happen i had done squirrel story and was figthing all the ennemie in the sewer before it crashes

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I also did some test runs now in the sewers with the new changes and the memory usage dosen't increases after every fight now. So this should be fixed. Enemies won't get erased now then fighting with them, they only get pushed away, meaning tehy can be refighted as many times as you want. That's the solution I came up with.

 Since I need to do a lot of rewriting to make that work for all area's I think the early acces version will be pushed back to next month so I can take care of that first.